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Ok, I have no idea if this is well known and widespread already, but since I couldn't find anything on search, here it is:
I got the idea today to play some terran for a change and try the pure Marauder rush.
The idea is to get them as fast as possible and see how tough it is to defend for protoss. People usually do this kind of build to go Reapers.
So I went with it, and this is what I ended up with:
10Barracks 10/11Refinery (not sure exactly but you get the point) 11supply
After Barracks is done, get the tech add-on. With the first 150minerals that don't interfere with Marauder timing, get the Orbital Command.
Keep pumping Marauders, rally them to the enemy base, and add second Barracks when the MULE does its magic. ======================== That's it. I played 4 TvPs with this, won all 4 and got compliments etc.
The key points are: - the build cuts SCVs severely to get the Marauders super fast - Marauders have the missiles that slow the enemy down which means Zealots don't ever get near Marauders - Stalker, which is the other unit you might encounter, is basically the unit Marauder is meant to counter
Here are the 4 replays I have: http://www.sendspace.com/file/cgjolx http://www.sendspace.com/file/6bwhmu http://www.sendspace.com/file/x2ethe http://www.sendspace.com/file/2679rz
I'm playing in Silver league because I'm sharing the account, you might wanna try this on higher leagues?
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Its all the rage in Platinum at the moment. Its hilariously strong considering they're just spamming a single unit. They'll get around to fixing it eventually.
Without a three-way combination of a wall of Zealots to take the hits, Sentries to Force Field and Immortals to gun them down, you're pretty much screwed.
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There's honestly no reason for Mauraders to have the ability to slow down enemy units when there 1. Ranged units 2. Powerful units 3. Stimmed units (and can be healed by Medics) 4. Overpowered units
They honestly need to take that ability off, they gave it to them for no reason at all. Roaches atleast have to attack supper close but mauraders destroy roaches since their armored plus they slow down enemy units, it's ridiculous.
Mauraders counter Zealots(even if they have charge) Stalkers Archons Colossus Not too sure about Sentries but people always mix up Mauraders with Marines so destroys them either way HighTemps move slow enough already, one shot from Maurader and their already dead even if you have units to try to back up your high temps. High Temps is practically a waste to build since they're useless with EMP(overpowered cast) hitting them.
Protoss needs something that can do splash damage to take out large armies. All they have is the colossus which can easily be countered because there's so many ways since they can be attacked by air and ground units. Where's the reaver? Archon's splash damage?(which I'd rather have splash damage than a bonus increase). They nerfed Protoss so much it's ridiculous. I want somebody to show me a PVT match where Protoss wins because every time i see a PVT my bets are always on Terran. Remember PROS
P.S. Be free to disagree with me because i have many more things to say about terran being overpowered. And please back your statements up
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On April 02 2010 08:46 Bibdy wrote: Its all the rage in Platinum at the moment. Its hilariously strong considering they're just spamming a single unit. They'll get around to fixing it eventually.
Without a three-way combination of a wall of Zealots to take the hits, Sentries to Force Field and Immortals to gun them down, you're pretty much screwed. haha yeah, seemed so to me too
That's what you get Blizzard for introducing freak units to the natural habitats, now everything is screwwweeeeeeedd.
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Sweden33719 Posts
Marauders don't counter zealots or archons, and definitely don't counter the colossus... It can fight all those units, but it doesn't counter any of them.
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Marauders need to stay the way they are. If not the zergs could just go mass banelings and just attack move the terran and win. The Marauders need to be strong to shield the marines.
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On April 02 2010 08:56 Kare wrote: Marauders need to stay the way they are. If not the zergs could just go mass banelings and just attack move the terran and win. The Marauders need to be strong to shield the marines.
sure, but they don't need a slowing attack.
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yeah i've run into this in platinum quite a bit, its a bitch to stop, I'm usually just able to stop them as long as i've added gates and continue to pump stalkers early with some sentrys. If/Once they get 2 or 3 marauders and u have nothing left tho its insta gg, probes suck way to much vs 120 hp stalkers, and stalkers spawning 1 at a time have no chance vs three marauders =[
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On April 02 2010 08:57 Cosmic545 wrote:Show nested quote +On April 02 2010 08:56 Kare wrote: Marauders need to stay the way they are. If not the zergs could just go mass banelings and just attack move the terran and win. The Marauders need to be strong to shield the marines. sure, but they don't need a slowing attack. sure, give them mines
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Zealots with charge and colossus would seriously RAPE a marine marauder army if they didnt have concussive blows, the charge would be way to good against it.
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they can at least remove the ability to slow down the enemy...it's pretty hard to counter mass marauder cuz they are pretty good against any ground force... they're like Dragoons but smarter...
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only way to be rid of marauders completely is with probes but with losing too much econ and the slowing attack should be gone because once units slow, it is like impossible to dodge HSM XD
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They just need to do less damage to Light. 6 (+14 vs Armoured), or something.
Make them take longer to kill the Zealots if all they do is MASS Marauders. Then they'll start depending on Marines more and diversify their army a bit. Marauders aren't the ones that are supposed to be killing the Banelings and Zerglings. Just holding them at bay. They don't need to do so much damage to Light units.
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This isn't strictly a cheese depending on how you approach it. I've seen a version that pro koreans use to open 1 rax maud and transition into FE, going for a macro game.
This counters 1 gate core tech into robo or twilight with few stalker/zealot
This is countered by gate-core that gets early sentries or a gate-core-gate build.
Proper priority is necessary because 1gate core robo can get an immortal out ridiculously fast.
All in all, this is a build that works well against what protosses are doing at the moment, but will be FD status at best once protosses adapt to it with 1gatecore (robo with sentry forcefield or 2gate macro)
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I cant belive that people are actually complaining about the marauder when the baneling still excist anyway...
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On April 02 2010 09:00 Kare wrote: Zealots with charge and colossus would seriously RAPE a marine marauder army if they didnt have concussive blows, the charge would be way to good against it.
what? concussive blow doesn't do anything vs collosi, especially if they have upgraded range. Concussive blow loses its purpose as the game transitions into more ranged units for the toss, as seen in the replays it is blatantly imbalanced vs an early game toss.
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On April 02 2010 08:56 FrozenArbiter wrote: Marauders don't counter zealots or archons, and definitely don't counter the colossus... It can fight all those units, but it doesn't counter any of them.
How do they NOT counter Zealots or Archons??? Zealots and Archons can't even touch them especially if micro'd properly with marines. Especially once they have EMP in there you might as well say GG (didn't say to say GG, said you might as well lol). As well as the tanks long range and splash damage it's real hard for protoss to get close to Terran.
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On April 02 2010 09:06 Cosmic545 wrote:Show nested quote +On April 02 2010 09:00 Kare wrote: Zealots with charge and colossus would seriously RAPE a marine marauder army if they didnt have concussive blows, the charge would be way to good against it. what? concussive blow doesn't do anything vs collosi, especially if they have upgraded range. Concussive blow loses its purpose as the game transitions into more ranged units for the toss, as seen in the replays it is blatantly imbalanced vs an early game toss.
I know it dosnt effect the collosus, but with the support of zealots with charge and colossus in the background nuking your army, you would get owned if you could not run and hit with slow.
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On April 02 2010 09:06 Cosmic545 wrote:Show nested quote +On April 02 2010 09:00 Kare wrote: Zealots with charge and colossus would seriously RAPE a marine marauder army if they didnt have concussive blows, the charge would be way to good against it. what? concussive blow doesn't do anything vs collosi, especially if they have upgraded range. Concussive blow loses its purpose as the game transitions into more ranged units for the toss, as seen in the replays it is blatantly imbalanced vs an early game toss.
I'm kind of confused on what you said but if you're saying protoss is imbalanced than i think you need to show me where Protoss wins in a TVP match between pros
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On April 02 2010 08:56 FrozenArbiter wrote: Marauders don't counter zealots or archons, and definitely don't counter the colossus... It can fight all those units, but it doesn't counter any of them.
exactly, and as you may know, mass zealots + sentries are pretty hard to hold off if you're only doing marauders
if protoss is dumb enough to try and mass stalkers vs mass marauders its not really the terran players fault.
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